Thursday 25 July 2013

1.1.13 V-Lights coming out soon.

IF UPGRADING PLEASE REMOVE THE OLD VOLUMELIGHTEDITOR.CS SCRIPT OR YOU WILL GET A COMPILER ERROR.

Updates
25/7/2013 
-Cleaned up the material properties. 
-All shaders now use a version 2 of the shader. 
-This should automatically switch if you are upgrading.
-Fixed some null reference exceptions when upgrading.
-Fixed deferred rendering flag again:(

18/7/2013 This is a major update so I suggest backing up your project before upgrading.
-Option to turn off wireframe
-Improved blur using horizontal/vertical guassian blur. Blur steps are now in texel sizes
-Gave option to only use blur and not interleaved sampling
-Removed manual depth buffer
-All shaders are now only 2.0
-Cleaned up vlight editor
-All parameters except texture settings are done on the script
-Multi-editing is supported. Light manager editor is deprecated


-Lights can now be prefabs

3 comments:

  1. I've been unable to replicate your results with your flashlight demo. I'm using uFPS if that's relevant. The entire view just seems obnoxiously bright and the spotlight's frustum isn't visible through it all. When I try to pause the game and rotate the scene camera to see if its appearing correctly, the brightness from the volumetric spotlight remains on screen. It just looks like a big radial gradient.

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    1. Ok im pretty sure it has something to do with the uFPS camera because when I place the rendered model in the world and just walk up to it, it appears alright. So if you have any ideas I'd appreciate the help but otherwise I'll just see what i can do with this.

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    2. Hi ShadyGuy,

      It might be that uFPS uses multiple cameras not sure about that. Can you contact me via brianvlights at gmail dot com? Maybe I can take a quick look at the project setup or you can send me some screen shots of your hierarchy.

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